msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated
events : Phaser.Timer A
slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =
pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is
fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if
create(autoDestroy) → {Phaser.Timer}
removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the
physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.
new Time(game) This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for
advancedTiming : boolean If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are
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